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By JM Ringuet
Gamasutra
[Author's Bio]
July 27, 2001

Introduction

Out of Balance

Let's do the Twist

Creating

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Features

Three-Axis Animation:
The Hardships of Animating Three-Dimensional Characters in Real Time Games

Creating

The rules of three-axis animation are extremely effective mainly because of their versatility. Every vertebrate moves according to these rules, even the ones without legs (like snakes).
For example, as a dog runs, it moves its center of gravity forward by pushing on its back legs (where its most powerful muscles are), slightly tilting the hips and shoulders but twisting them to cover more distance. This exaggerated twisting explains why the front paws of a dog hit the ground one after another instead of at the same time.

As a dog runs, it moves its center of gravity forward by pushing on its back legs, slightly tilting the hips and shoulders but twisting them to cover more distance.

A monkey jumping from branch to branch observes the same rules. Obviously, it uses only its arms to move, but its arm muscles are not powerful enough to move fast, so it has to use a combination of extreme tilting and twisting in the shoulders to cover more distance with minimum effort.

How do I know all this? I didn't spend hours observing dogs or chimps in their natural habitat. I simply tried to understand why they move that way, and what is the most efficient way. The three axis animation principles are guidelines to analyze any kind of motion. Knowing that you can replicate about any movement by understanding it, gives you the freedom to invent new ones. The true challenge for an animator is obviously not to do a run cycle, but to come up with that crazy out of this world movement that your producer needs for his new fighting game. Games are not always realistic (not realistic as in cartoony), and you often need to create something bigger than life (like in any good kung fu movie), so you will have to invent a lot of moves. Inventing is challenging, but if you follow the basic rules, you can create something fantastic and believable.

Rules are better than tricks when you animate. They can apply to any kind of animation, and a basis to elaborate, create and give style to your work. Try to keep them in mind, and your life as a game animator will be a lot easier.

It's just a game

Now we have all the tools necessary to create the right animation for our character, but we have one last obstacle: remembering it's just a game. Animating for a game requires restrictions; from the number of polygons the character is made of, the ridiculously limited number of bones you can animate, to the numbers of key frames you are allowed for each movement. Restrictions are the ugly reality of game animation. If I tell you to animate a guy hitting the perfect hook on the jaw of his opponent, you will probably have no difficulty figuring it out. Now, if I tell you to animate it in twelve frames (almost a third of a second), you start to realize the real challange. There is no easy way to deal with restrictions in games, however, a few guidelines are useful. If you keep in mind the basic rules of three-axis animation, you can easily tweak, adapt, and simplify your animations without changing them.

The most important thing to keep in mind is how your animations will be seen, and not how they look. Seeing an animation in a 3D program is very different from seeing it in a game. This may seem obvious, but it is too often forgotten. If you are working on a fighting game for example, the camera will be very close and probably always on the side of your character. If you are working on a first person shooter, chances are the only thing the player will really see, are the death animations of his enemies. If you are working on a strategy title, the overhead camera will flatten and change every animation. This requires you to look at all your animations from the perspective of the player. Try to place the camera at the same angle as the game camera. Do not play your animations in slow motion or frame by frame. Think of it as a whole, rather than getting lost in useless details and minute tweaks that nobody but you can see. Game animation is an illusion and a craft, not a science.

The first thing about an animation is making it right. The second thing to remember is to make it interesting. This is why you have to know what part of your animation will be seen in the game. Put the subtle details in place, the key frames and the nicely crafted weight effects where you are sure they will be seen. Remember, if the player can't see them, they do not exist, and all of your work has been a complete waste of time

Try to make your animations simple and expressive. Making it right, does not mean you have to make it complex. The basic rules of movement tell us that every motion has to be cost efficient. Try to do the same for each animation. Do not create key frames all over the place, because you will have to correct every little glitch. Keeping it clean and simple will make it easier to manage.

Finally, basic rules give you basic animations. Remember, that the rules of three-axis animation are only a foundation to create, experiment, and discover. A memorable animation is one that adds to the character. You have to understand the how in animation, to be able to create the why. For instance, this guy is walking by thrusting his legs, and tilting and twisting his hips and shoulders, but why does he want to walk? What do I want to communicate with my animation? Just try to communicate one simple feeling. The guy is a guard who is alone in a room, and is probably bored and tired. Try to express the guys feeling of boredom through your animation. The player will remember he saw a person who shuffled around and looked believably bored, not just a mindless robot. This will give the player more information and enjoyment from the game world.

Rules are useful, and necessary, but they can become a distraction when the only thing you want is the right animation. Do not get obsessed with what is necessary to make it perfect. The animator should strive for the good animation that is imbued with emotion giving life to a mathematical object made of polygons.

Conclusion

The rules of three-axis animation are a simple way of understanding how a body moves, fights and uses gravity to stay in balance, tilting and twisting its limbs to achieve the greatest possible range with ease with each moving part of a skeleton rotating on the three axes at the same time to help create the motion. These rules are a base that allows greater control and freedom to create. Try to learn them, understand them, and then forget them.


If you want more information, you can read the following books:

Bridgman's Life Drawing by George B. Bridgman - Dover

The Human Figure in Motion by Eadweard Muybridge - Dover

Cyclopedia Anatomicae by Gyorgy Feher - Black Dog & Leventhal Publishers

The Illusion of Life by Frank Thomas and Ollie Johnston - Hyperion

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